float4x4 gWVP;
float rmin;
float rmax;
float timer;

struct OutputVS {
    float4 posH   : POSITION0;
	float2 tex0   : TEXCOORD0;
};


OutputVS BorderVS(float4 posL : POSITION0, float2 tex0: TEXCOORD0) {
    // Zero out our output.
	OutputVS outVS = (OutputVS)0;	
	// we are already in screen space
	outVS.posH = posL;
	outVS.tex0 = tex0; 
    return outVS;
}

float4 BorderPS(float2 texCoord : TEXCOORD0) : COLOR {    
	float a = sin(texCoord.x * 3.14) * 0.6;// + sin(texCoord.y * 3.14) * 0.05;
	//float a = 1.0;
	//float b = 0.7 + sin(texCoord.x * 3.14)*0.3;
	//return float4(0.0,0.0,b,a);	
	float c = sin(texCoord.x * 3.14);//*0.5 + sin(texCoord.y * 3.14)*0.05;
	//float c = 0.9;
	return float4(c,c,0.0f,a);	

}

technique BorderTech {

    pass P0 {
        vertexShader = compile vs_2_0 BorderVS();
        pixelShader  = compile ps_2_0 BorderPS();
    }
}